part12studios's Forum Posts

  • Hi there,

    I just bought a personal license for C2 but i realize that I being a Mac user have the free license on Bootcamp (Windows 8) and I also run a copy in my virtual machine (Windows XP) in Parallels.

    I would just like to know if it's ok if I can install the software on both "machines" but really its the same computer..

    Thanks!

    Caleb

  • heh heh ok understood. that's great! I'm not ready to take advantage of that yet so i'm sure "soon" will be before we're ready to use it. :)

    Thanks!

    Caleb

  • ok cool, I understood what cocoonJS is overall, but wasn't sure the deeper capabilities of it. I look forward to exploring CocoonJS further.

    How would I make an IAP for Windows 8? Maybe an option, behavior or something that I haven't come across yet. I know I've been able to successfully build a Windows 8 app in C2, but not sure where i'd be able to make a call to pull up a store-like call. Is the IAP for Windows 8 something that is part of microsoft, or something 3rd party?

    Having a built in ad solution would be awesome, but it is good that this is possible. I wonder if ad services like MochiAds or a similar solution is out there..

    of course I'm a non-coder so i'm more interested in turnkey solutions rather than having to do a lot of coding if avoidable :)

    Thanks!

    Caleb

  • Hi everyone,

    I am looking to do a game in C2 and I see a lot of potential with this engine that I simply do not have with my current engine (GameSalad). However I have some specific questions about how things work regarding multi platform publishing and monetization options.

    So with GameSalad I had access to the iOS app store to do things like IAP, but the downside was that i had NO in app ads or IAP for android, windows 8 or OSX.. so free to play is limited to iOS. Windows 8 phone is not an option at this time.

    With C2, i understand Cocoon JS is what is used to make iOS and Android, but what options are there for monetizing? I would imagine that if you can wrap the game for iOS and Android that accessing iOS IAP would of course not work on Amazing, Google Play, Nook and other android stores..

    So I'm just curious what is the common methods C2 users are monetizing their games? I'm really hoping there is a solution that might somehow transcend all of them all. are most people focusing on HTML5 browser games, mobile?

    Has anyone had a game made in C2 be able to get into Steam? I imagine they have custom API type stuff that might be impossible or very difficult to incorporate into a C2 game?

    Sorry this is so long.. it's just a big decision to dive into this engine and I want to be sure i'm making an informed decision. GameSalad is just not able to keep up with my needs and C2 seems like a great fit

    Thanks!

    Caleb

  • The tutorial that folks often refer folks to is this one:

    scirra.com/tutorials/237/how-to-use-your-own-web-fonts/page-1

    hope this helps!

    Thanks

    Caleb

  • I'm a little confused on this. I followed the tutorial found here scirra.com/tutorials/237/how-to-use-your-own-web-fonts

    but it seems that whatever font I use in the properties of the specific text is never overridden.

    Is the tutorial saying that this approach is intended to override the properties of the text object? if so it doesn't seem to be working.

    i have a font DS-DIGI.woff (converted from ttf) and i have a DS-DIGI.css file that is (i believe) setup correctly in the .css file

    I also noticed that there is a comma after local('DS-DIGI'), but not one after URL.. is that also right? it would seem like each would need a comma for consistency.. but i'm not a programmer so i'm taking it at face value.

    here is my project..https://www.dropbox.com/s/as7x0xcera5um3h/trouble_with_font.capx

    i have two layouts attempting to call on this DS-DIGI font. Any insight would be awesome!

    Thanks!

    Caleb

  • So the approach for store local (using cookies) doesn't carry over to apps? I guess the next step is to figure out how to write to csv.. and maybe a way to make the project smart enough to know when to support one or the other.. or maybe its easier to just make separate projects built off of one core version?

    seems like there would be a single solution to help insure that porting to all available platforms is as seamless as possible.

    Regardless, it's good to have an answer to the question! Thanks :)

  • Hi there,

    uber quick question. I recently got some awesome help in understanding how to save data to a cookie to track a players progress in a game.

    my question is...

    when we make a game for say.. windows 8.. iOS etc.. do we still use this approach for saving local data to the devices?   does the cookie essentially get wrapped up in the game? or is there a totally different approach for making a game save data for apps that are not web based?

    Thanks!

    Caleb

  • yea i was able to fix it in the latest version.. and able to reset the local data so i could blank it out.

    thanks for showing the fixed version of it! Great to compare approaches to this solution.

    I didn't realize i could do comments and groups either. Nice incidental lesson :)

    thanks!

    Caleb

  • OK! Got it. I see how to save and call data.. one thing that confused me (simply expecting it to be more user friendly) is when entering things like

    "set variable to yourVariable.LocalValue("PlayedAlready")

    why isn't there some intellisensing going on in this area? its smart enough to drop down when i reach .LocalValue am i missing something here? It would have just been easier to realize this area is in fact designed for strings of data.. not just a number (default is 0)

    thank you everyone for your help! i'm now able to do things like make a reset local data button to help test things.. my mind = wrapped around this =D

    Sincerely,

    Caleb

  • I'm back at it today and yea procrastinator i figured the merge/drag issue out.. it was subtle, but now i see how to drag without merging. Awesome!

    Now back to getting values to save.. so close!

  • awesoe thanks LittleStain that's awesome. I installed that one and all of those others as well since i'm sure they will come in handy eventually.

    I got the other way to work, but if i can figure out how to properly setup the conditions for this moveto to work i could see it being handy..

    thanks!

    Caleb

  • Ok we're going to get this thanks you your great help!

    So starting with your reply yesterday you mentioned to insert some stuff. how do i insert? I know i can drag added events from the bottom up top, but it seems to merge them with whatever they sit next too. Maybe this doesn't matter but it doesn't make sense that the two would be fused.. seems like it would matter if they are connected.

    I'm going to tackle this more tonight when i have some quiet time as this is taking some serious concentration to wrap my head around what is happening when..

    you all rock for helping me through this! :)

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  • procrastinator and jayderyu thanks for that examples! very nice. but because what i'm doing isn't exactly the same i'm having trouble lining the two projects up..

    in your example "LevelReached" this is the key right? is this never declared anywhere in the project other than at that moment?

    i try to follow your example as close as possible, but it still doesn't seem to retrieve the data..

    here is a link the the file so far.. dropbox.com/s/y5169lh4ymoypqs/save%20values%20trouble.capx

    I have a text field in the first stage that shows 0 or 1 to help me know what the value is for "PlayedBeforeVar"

    probably missing one tiny thing, but for the life of me i can't see what is wrong.

    Thanks!

    Caleb

  • Hi there everyone,

    I found this tutorial scirra.com/tutorials/266/webstorage-how-to-save-ingame-information which shows the process is pretty simple, but it still assumes I know something apparently I don't..

    the tutorial shows the command and such, but there is a gap. I'm not sure where this should go.

    my intention is to track when something has been done like "first time played" as a true/false condition for future visits.

    my assumption is that I add a webstorage object.. i then go into the event page and do a tough event when touching the start button.. i would want to pass a value at that time.

    however i don't see a "set local key" option in the system page. then each time the game is loaded i'd want to immediately check the webstorage data to see if its true that the player has been here before.

    Thanks!

    Caleb